本文整理汇总了Python中loader.Loader.get方法的典型用法代码示例。如果您正苦于以下问题:Python Loader.get方法的具体用法?Python Loader.get怎么用?Python Loader.get使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类loader.Loader
的用法示例。
在下文中一共展示了Loader.get方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: parseCommand
# 需要导入模块: from loader import Loader [as 别名]
# 或者: from loader.Loader import get [as 别名]
def parseCommand(self, usr, msg, chan):
plgname = msg.split()[0].replace("!", "")
plugins = Loader()
for plugin in plugins.load():
plg = plugins.get(plugin)
if msg.startswith(("!" + plugin["name"])):
args = msg.replace(("!" + plugin["name"]), "")
self.current_chan = chan
result = plg.do(args, coriolis=self)
if result:
self.msg(chan, result)
示例2: create
# 需要导入模块: from loader import Loader [as 别名]
# 或者: from loader.Loader import get [as 别名]
def create (self):
self.player = Player(self.width/2, self.height - 2)
self.player.offset_x = - 16
self.player.offset_y = - 32
self.maze = Maze(self.width, self.height, self.tile_size)
self.maze.create()
self.music = Loader.get('music')
self.music.play(-1)
if self.enable_sound:
self.music.set_volume(0.2)
else:
self.music.set_volume(0)
# black screen fade out
self.fade_timer = Timer(2000)
self.castle = Sprite(0, -16, 'castle')
self.torches = []
self.torches.append(Sprite(336, 80, 'torch'))
self.torches.append(Sprite(480, 80, 'torch'))
self.torches.append(Sprite(83, 140, 'flame'))
self.lights = []
self.lights.append(Sprite(240, 0, 'light'))
self.lights.append(Sprite(384, 0, 'light'))
self.lights.append(Sprite(-13, 58, 'light'))
for t in self.torches:
t.play('default', loop=True)
for l in self.lights:
l.play('default', loop=True)
self.sound = Sprite(common.GAME_WIDTH - 80, 10, 'sound')
self.nosound = Sprite(common.GAME_WIDTH - 80, 14, 'nosound')
self.restart = Sprite(common.GAME_WIDTH - 70, 15, 'restart')
self.fog = pygame.Surface((self.maze.image.get_width(), self.maze.image.get_height()))
self.fog.set_colorkey((255, 0, 255))
示例3: __init__
# 需要导入模块: from loader import Loader [as 别名]
# 或者: from loader.Loader import get [as 别名]
def __init__ (self, x, y, key):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.offset_x = 0
self.offset_y = 0
self.key = key
self.frames = Loader.get(key)
self.anims = {}
self.current_anim = 'default'
self.anims['default'] = Animation(1000, self.frames)
self.image = self.anims[self.current_anim].get_image()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
示例4: create
# 需要导入模块: from loader import Loader [as 别名]
# 或者: from loader.Loader import get [as 别名]
def create (self):
cement = Loader.get('maze_cement') # cement tiles
floor = Loader.get('maze_floor') # floor tiles
CEMENT_BASE_WALL = 0
CEMENT_TOP_WALL = 1
self.tiles = [
cement[13], # CEMENT_BASE_WALL
cement[10], # CEMMENT_TOP_WALL
floor[13], # FLOOR
floor[14],
floor[17],
floor[18],
]
self.matrix = []
self.graphics = []
for i in range (0, self.height):
self.matrix.append([])
self.graphics.append([])
for j in range (0, self.width):
self.matrix[i].append(1)
self.graphics[i].append(randint(2, 4))
posX = self.height - 3
posY = self.width/2
self.matrix[posX][posY] = 0
moves = []
moves.append(posY + posX * self.width)
while len(moves) > 0:
possibleDirections = ""
if posX + 3 > 0 and posX + 3 < self.height - 1 and self.matrix[posX + 3][posY] == 1:
possibleDirections += 'S'
if posX - 3 > 0 and posX - 3 < self.height - 1 and self.matrix[posX - 3][posY] == 1:
possibleDirections += 'N'
if posY - 2 > 0 and posY - 2 < self.width - 1 and self.matrix[posX][posY - 2] == 1:
possibleDirections += 'W'
if posY + 2 > 0 and posY + 2 < self.width - 1 and self.matrix[posX][posY + 2] == 1:
possibleDirections += 'E'
if len(possibleDirections) > 0:
move = randint(0, len(possibleDirections) - 1)
if possibleDirections[move] == 'N':
self.matrix[posX - 3][posY] = 0
self.matrix[posX - 2][posY] = 0
self.matrix[posX - 1][posY] = 0
posX -= 3
elif possibleDirections[move] == 'S':
self.matrix[posX + 3][posY] = 0
self.matrix[posX + 2][posY] = 0
self.matrix[posX + 1][posY] = 0
posX += 3
elif possibleDirections[move] == 'W':
self.matrix[posX][posY - 2] = 0
self.matrix[posX][posY - 1] = 0
posY -= 2
elif possibleDirections[move] == 'E':
self.matrix[posX][posY + 2] = 0
self.matrix[posX][posY + 1] = 0
posY += 2
moves.append(posY + posX * self.width)
else:
back = moves.pop(-1)
posX = int(back / self.width)
posY = back % self.width
# erase lines (walls) in castle area and beginning area
for i in range (0, 11):
for j in range (1, self.width - 1):
_i = min(i, 1)
self.matrix[i][j] = 0
self.matrix[-_i - 2][j] = 0
# build graphics
for i in range (0, self.height - 1):
for j in range (0, self.width):
if self.matrix[i][j] == 1:
if self.matrix[i+1][j] == 1:
#.........这里部分代码省略.........